Trying a screenspace metaball-like rendering technique

This commit is contained in:
Bronson Zgeb 2021-03-01 21:51:28 -05:00
parent 5320aa72e5
commit 357c8a0172
5 changed files with 275 additions and 53 deletions

View File

@ -96,7 +96,7 @@ Material:
- _ClearCoatMask: 0
- _ClearCoatSmoothness: 0
- _Cull: 2
- _Cutoff: 0.65
- _Cutoff: 0.71
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DstBlend: 10

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@ -0,0 +1,201 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class RenderMetaballsScreenSpace : ScriptableRendererFeature
{
class RenderMetaballsScreenSpacePass : ScriptableRenderPass
{
const string MetaballRTId = "_MetaballRT";
const string MetaballRT2Id = "_MetaballRT2";
int _metaballRTId;
int _metaballRT2Id;
public Material BlitMaterial;
public Material BlurMaterial;
public Material BlitCopyDepthMaterial;
RenderTargetIdentifier _metaballRT;
RenderTargetIdentifier _metaballRT2;
RenderTargetIdentifier _cameraTargetId;
RenderTargetIdentifier _cameraDepthTargetId;
RenderQueueType renderQueueType;
FilteringSettings m_FilteringSettings;
RenderObjects.CustomCameraSettings m_CameraSettings;
ProfilingSampler m_ProfilingSampler;
public Material overrideMaterial { get; set; }
public int overrideMaterialPassIndex { get; set; }
List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
RenderStateBlock m_RenderStateBlock;
public RenderMetaballsScreenSpacePass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags,
RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings)
{
profilingSampler = new ProfilingSampler(nameof(RenderObjectsPass));
m_ProfilingSampler = new ProfilingSampler(profilerTag);
this.renderPassEvent = renderPassEvent;
this.renderQueueType = renderQueueType;
this.overrideMaterial = null;
this.overrideMaterialPassIndex = 0;
RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent)
? RenderQueueRange.transparent
: RenderQueueRange.opaque;
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
if (shaderTags != null && shaderTags.Length > 0)
{
foreach (var passName in shaderTags)
m_ShaderTagIdList.Add(new ShaderTagId(passName));
}
else
{
m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit"));
m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward"));
m_ShaderTagIdList.Add(new ShaderTagId("UniversalForwardOnly"));
m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward"));
}
m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
m_CameraSettings = cameraSettings;
BlitCopyDepthMaterial = new Material(Shader.Find("Hidden/BlitToDepth"));
BlurMaterial = new Material(Shader.Find("Hidden/KawaseBlur"));
}
// This method is called before executing the render pass.
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// The render pipeline will ensure target setup and clearing happens in a performant manner.
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
RenderTextureDescriptor blitTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor;
blitTargetDescriptor.colorFormat = RenderTextureFormat.ARGB32;
var renderer = renderingData.cameraData.renderer;
_metaballRTId = Shader.PropertyToID(MetaballRTId);
_metaballRT2Id = Shader.PropertyToID(MetaballRT2Id);
cmd.GetTemporaryRT(_metaballRTId, blitTargetDescriptor, FilterMode.Bilinear);
cmd.GetTemporaryRT(_metaballRT2Id, blitTargetDescriptor, FilterMode.Bilinear);
_metaballRT = new RenderTargetIdentifier(_metaballRTId);
_metaballRT2 = new RenderTargetIdentifier(_metaballRT2Id);
ConfigureTarget(_metaballRT);
_cameraTargetId = renderer.cameraColorTarget;
_cameraDepthTargetId = new RenderTargetIdentifier("_CameraDepthTexture"); // renderer.cameraDepthTarget;
}
// Here you can implement the rendering logic.
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent)
? SortingCriteria.CommonTransparent
: renderingData.cameraData.defaultOpaqueSortFlags;
DrawingSettings drawingSettings =
CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);
drawingSettings.overrideMaterial = overrideMaterial;
drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex;
ref CameraData cameraData = ref renderingData.cameraData;
// NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name").
// Currently there's an issue which results in mismatched markers.
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
//Clear small RT
cmd.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
//Blit Camera Depth Texture
Blit(cmd, _cameraDepthTargetId, _metaballRT, BlitCopyDepthMaterial);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
//Draw to RT
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings,
ref m_RenderStateBlock);
if (m_CameraSettings.overrideCamera && m_CameraSettings.restoreCamera)
{
RenderingUtils.SetViewAndProjectionMatrices(cmd, cameraData.GetViewMatrix(),
cameraData.GetGPUProjectionMatrix(), false);
}
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
//Blur
cmd.SetGlobalVector("_Offsets", new Vector4(1.5f, 2.0f, 2.5f, 3.0f));
Blit(cmd, _metaballRT, _metaballRT2, BlurMaterial);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
Blit(cmd, _metaballRT2, _metaballRT, BlurMaterial);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
Blit(cmd, _metaballRT, _metaballRT2, BlurMaterial);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
Blit(cmd, _metaballRT2, _metaballRT, BlurMaterial);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
//Draw to Camera Target
Blit(cmd, _metaballRT, _cameraTargetId, BlitMaterial);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
// Cleanup any allocated resources that were created during the execution of this render pass.
public override void OnCameraCleanup(CommandBuffer cmd)
{
cmd.ReleaseTemporaryRT(_metaballRTId);
cmd.ReleaseTemporaryRT(_metaballRT2Id);
}
}
public Material blitMaterial;
RenderMetaballsScreenSpacePass _scriptableMetaballsScreenSpacePass;
public RenderObjects.RenderObjectsSettings renderObjectsSettings = new RenderObjects.RenderObjectsSettings();
/// <inheritdoc/>
public override void Create()
{
RenderObjects.FilterSettings filter = renderObjectsSettings.filterSettings;
_scriptableMetaballsScreenSpacePass = new RenderMetaballsScreenSpacePass(renderObjectsSettings.passTag,
renderObjectsSettings.Event,
filter.PassNames, filter.RenderQueueType, filter.LayerMask, renderObjectsSettings.cameraSettings)
{
BlitMaterial = blitMaterial
};
}
// Here you can inject one or multiple render passes in the renderer.
// This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(_scriptableMetaballsScreenSpacePass);
}
}

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@ -0,0 +1,11 @@
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@ -48,10 +48,10 @@ Shader "Hidden/KawaseBlur"
{
fixed4 result = color;
result += tex2D(_MainTex, uv + half2( offset, offset) * texelResolution);
result += tex2D(_MainTex, uv + half2( offset, -offset) * texelResolution);
result += tex2D(_MainTex, uv + half2(-offset, offset) * texelResolution);
result += tex2D(_MainTex, uv + half2(-offset, -offset) * texelResolution);
result += tex2D(_MainTex, uv + half2( offset + 0.5, offset + 0.5) * texelResolution);
result += tex2D(_MainTex, uv + half2(-offset - 0.5, offset + 0.5) * texelResolution);
result += tex2D(_MainTex, uv + half2(-offset - 0.5, -offset - 0.5) * texelResolution);
result += tex2D(_MainTex, uv + half2( offset + 0.5, -offset - 0.5) * texelResolution);
result /= 5.0h;
return result;
@ -76,11 +76,22 @@ Shader "Hidden/KawaseBlur"
const half2 uv = input.uv;
fixed4 color = tex2D(_MainTex, uv);
color = applyBlur(color, uv, texelResolution, _Offsets.x);
color = applyBlur(color, uv, texelResolution, _Offsets.y);
color.a = applyAlphaBlur(color, uv, texelResolution, _Offsets.z);
//color.a = applyAlphaBlur(color, uv, texelResolution, _Offsets.w);
color = applyBlur(color, uv, texelResolution, 1);
color = applyBlur(color, uv, texelResolution, 2);
//color = applyBlur(color, uv, texelResolution, 2);
//color = applyBlur(color, uv, texelResolution, 2);
//color = applyBlur(color, uv, texelResolution, 3);
//color = applyBlur(color, uv, texelResolution, 2);
//color = applyBlur(color, uv, texelResolution, 3);
/*
color = applyBlur(color, uv, texelResolution, _Offsets.x + _Offsets.w);
color = applyBlur(color, uv, texelResolution, _Offsets.y + _Offsets.w);
color = applyBlur(color, uv, texelResolution, _Offsets.z + _Offsets.w);
color = applyBlur(color, uv, texelResolution, _Offsets.w + _Offsets.w);
*/
//color = saturate(smoothstep(0, 0.4, color));
return color;
}
ENDCG

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@ -39,47 +39,6 @@ MonoBehaviour:
restoreCamera: 1
offset: {x: 0, y: 0, z: 0, w: 0}
cameraFieldOfView: 60
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renderObjectsSettings:
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filterSettings:
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@ -94,8 +53,8 @@ MonoBehaviour:
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@ -124,3 +83,43 @@ MonoBehaviour:
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m_AccurateGbufferNormals: 0
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